using System;
using UnityEngine;

[Serializable]
public class TTAiPlayerDefinition
{
	public string name;

	public FloatRange speedRange;

	public FloatRange jumpSpeedRange;

	public float shotsToMinSpeed;

	public float speedMult = 1f;

	public bool realTimeTiming;

	public GaussParamsExtended timing;

	public GaussParamsExtended xRange;

	public GaussParamsExtended xDefenseRange;

	public float shotHeightMult = 1f;

	public float maxSkillDifference = 100f;

	public float skillDifferenceReduction = 1f;

	public GaussParamsExtended aim;

	public GaussParams aimRange;

	public GaussParams power;

	[Header("Attack/Defense")]
	public GaussParams attackWeight;

	public GaussParams attackXWeight;

	public GaussParams attackZWeight;

	public GaussParams defenseWeight;

	public GaussParams defenseXWeight;

	public GaussParams defenseZWeight;

	public float heightAboveNetMult = 1f;

	public float spinMult = 1f;

	public float spinAdd;

	[NonSerialized]
	private int index_;

	public int index
	{
		get
		{
			return index_;
		}
		set
		{
			index_ = value;
		}
	}

	public float GetSpeed(int shotsInPoint)
	{
		return speedRange.Lerp(1f - (float)shotsInPoint / shotsToMinSpeed);
	}

	public float GetJumpSpeed(int shotsInPoint)
	{
		return jumpSpeedRange.Lerp(1f - (float)shotsInPoint / shotsToMinSpeed);
	}
}
